prakash

prakash

Your feedback / comments would be helpful before moving onto to fasia SIM.

Thank you in Advance
Prakash Kumararajan

andy_vs

Hey Prakash

Looks like the muscle model is nicely crafted.

As for the sim, to me it seems stiff. In my experience this is because of any combination of the following: There are too many attachments, Young's modulus is set too high on the tissues themselves, and / or there's not enough tet resolution to support the amount of required deformation.

If you look at my lion or the bull that was posted recently you'll see there is a lot of secondary motion on the muscles. They are free to move and do their thing. In your sim, the latissimus dorsi is a good example of an over constrained muscle. This muscle should be free to slide and contract over the rib cage.

I would go through and inspect all your attachments, try to be minimalist in your approach. For example constrain only a few vertices for origin/insertion attachments to bones. For any muscle to muscle attachments, again try to keep the number of vertices constrained on the conservative side, and make these attachments relatively weak compared to the muscle to bone attachments. (1 x 104 for instance)

In the next update it would be good to see a sim that has LOTS of secondary motion and jiggle. Then we can work on toning back the areas that move too much.

prakash

Hello @andy_vs ,
Thank you for the feedback.
Sure we will work on the updated version based on the above inputs with more of secondary motion and Jiggle.

prakash

prakash

Hello @andy_vs we have requested for ZIVA 1.2 Non Commercial Evaluation version.
Want to check with you will there be any issue while opening the scenes worked with ZIVA 1.0 version in 1.2 version.
Anythings to be taken care while updating.

Cheers

andy_vs

Hi, I can't think of a reason off the top of my head why you would run into issues.

prakash

prakash

Hello @andy_vs
We have started working on the Fascia SIM.
Fascia by two attachments as fixed and sliding.

For sliding attachment, have used combined muscle/bones as source and Fascia geo as target, but facing jitters / explosion [ video 1 ]
Then tried both attachments by inverse selections & end up with the results in [ video 2 ].

andy_vs

Hey, sorry for the delay. Your question prompted me to make a video about new cloth features. You can even use these features to help create the initial fascia model. I highly recommend trying this.

For your fascia model too, you don't really need to have the feet and tail as part of the fascia. Any chance to reduce the poly count, you should take, because this is the biggest contributor to cloth solve speed.

andy_vs

Firstly, IMO the fascia starts too far away from the underlying objects. What you should do is use the solver to help you model the initial start position for the fascia. So just have a fresh scene with the skeleton/muscle geometry and your current fascia model. (no alembics)
Convert all the muscles/bones to ziva bones, and convert the fascia to a ziva cloth. Use rest strain and pressure to make the cloth settle nicely around the muscles/bones. Export the fascia to OBJ after 20 frames or so. That's your new default model. Clean it up/ retopologize if you have to.

It seems to me in the video that there is a frame where everything comes on very suddenly. This is making it hard for the solver to catch the intersections. Remember with our collisions you'll need to run lots of substeps to catch all the collisions. Collision point spacing also helps.

Also, don't forget you can have different restscale/pressure values over the surface. You can do this by adding materials and painting where they have effect. I suggest you try this to address the issues sited in image 01/ image 02. Just have a material with more pressure between the front legs.